Files
OpenRA/OpenRA.Mods.Common/Traits/Render/WithSpriteBarrel.cs
2022-05-28 00:35:10 -05:00

108 lines
3.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2022 The OpenRA Developers (see AUTHORS)
* This file is part of OpenRA, which is free software. It is made
* available to you under the terms of the GNU General Public License
* as published by the Free Software Foundation, either version 3 of
* the License, or (at your option) any later version. For more
* information, see COPYING.
*/
#endregion
using System;
using System.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits.Render
{
[Desc("Renders barrels for units with the Turreted trait.")]
public class WithSpriteBarrelInfo : ConditionalTraitInfo, IRenderActorPreviewSpritesInfo, Requires<TurretedInfo>,
Requires<ArmamentInfo>, Requires<RenderSpritesInfo>, Requires<BodyOrientationInfo>
{
[SequenceReference]
[Desc("Sequence name to use.")]
public readonly string Sequence = "barrel";
[Desc("Armament to use for recoil.")]
public readonly string Armament = "primary";
[Desc("Visual offset.")]
public readonly WVec LocalOffset = WVec.Zero;
public override object Create(ActorInitializer init) { return new WithSpriteBarrel(init.Self, this); }
public IEnumerable<IActorPreview> RenderPreviewSprites(ActorPreviewInitializer init, string image, int facings, PaletteReference p)
{
if (!EnabledByDefault)
yield break;
var body = init.Actor.TraitInfo<BodyOrientationInfo>();
var armament = init.Actor.TraitInfos<ArmamentInfo>()
.First(a => a.Name == Armament);
var t = init.Actor.TraitInfos<TurretedInfo>()
.First(tt => tt.Turret == armament.Turret);
var turretFacing = t.WorldFacingFromInit(init);
var anim = new Animation(init.World, image, turretFacing);
anim.Play(RenderSprites.NormalizeSequence(anim, init.GetDamageState(), Sequence));
var facing = init.GetFacing();
Func<WRot> orientation = () => body.QuantizeOrientation(WRot.FromYaw(facing()), facings);
Func<WVec> turretOffset = () => body.LocalToWorld(t.Offset.Rotate(orientation()));
Func<int> zOffset = () =>
{
var tmpOffset = turretOffset();
return -(tmpOffset.Y + tmpOffset.Z) + 1;
};
yield return new SpriteActorPreview(anim, turretOffset, zOffset, p);
}
}
public class WithSpriteBarrel : ConditionalTrait<WithSpriteBarrelInfo>
{
public readonly Animation DefaultAnimation;
readonly RenderSprites rs;
readonly Actor self;
readonly Armament armament;
readonly Turreted turreted;
readonly BodyOrientation body;
public WithSpriteBarrel(Actor self, WithSpriteBarrelInfo info)
: base(info)
{
this.self = self;
body = self.Trait<BodyOrientation>();
armament = self.TraitsImplementing<Armament>()
.First(a => a.Info.Name == Info.Armament);
turreted = self.TraitsImplementing<Turreted>()
.First(tt => tt.Name == armament.Info.Turret);
rs = self.Trait<RenderSprites>();
DefaultAnimation = new Animation(self.World, rs.GetImage(self), () => turreted.WorldOrientation.Yaw);
DefaultAnimation.PlayRepeating(NormalizeSequence(self, Info.Sequence));
rs.Add(new AnimationWithOffset(
DefaultAnimation, () => BarrelOffset(), () => IsTraitDisabled, p => RenderUtils.ZOffsetFromCenter(self, p, 0)));
// Restrict turret facings to match the sprite
turreted.QuantizedFacings = DefaultAnimation.CurrentSequence.Facings;
}
public string NormalizeSequence(Actor self, string sequence)
{
return RenderSprites.NormalizeSequence(DefaultAnimation, self.GetDamageState(), sequence);
}
WVec BarrelOffset()
{
var orientation = turreted != null ? turreted.WorldOrientation : self.Orientation;
var localOffset = Info.LocalOffset + new WVec(-armament.Recoil, WDist.Zero, WDist.Zero);
var turretLocalOffset = turreted != null ? turreted.Offset : WVec.Zero;
return body.LocalToWorld(turretLocalOffset + localOffset.Rotate(orientation));
}
}
}